If WAILA is installed – the overlay with show useful information about machines
IC2 and Atomic Science Uranium 235/238 can be used to produce Mutagen
If BuildCraft 6.3+ is installed some alternative recipes are enabled and various gate triggers are added
License
The mod is licensed under the MMPL-1.0, the source code is available on GitHub.
Yes this means you have permission to add it to any public or private mod pack without asking.
Looks cool, but, and i don't mean this in a mean way, why would i use this, it seems like extra bees without any extra bees, just the genetic machines. Maybe you could add some cool multiblocks to seperate this from extra bees and make it so having both doesnt feel useless.
Looks cool, but, and i don't mean this in a mean way, why would i use this, it seems like extra bees without any extra bees, just the genetic machines. Maybe you could add some cool multiblocks to seperate this from extra bees and make it so having both doesnt feel useless.
My mod isn't THAT similar to EB. The sampler/imprinter are kind'a inspired by the isolator/innoculator but work in a somewhat different way, everything else doesn't have EB equivalents (AFAIK)
Looks cool, but, and i don't mean this in a mean way, why would i use this, it seems like extra bees without any extra bees, just the genetic machines. Maybe you could add some cool multiblocks to seperate this from extra bees and make it so having both doesnt feel useless.
If I'm understanding the webpage right, instead of first breeding the bees then hoping like heck you get the species serum as in extrabees, this one you get the base species, pop them in the machine, and get the mutation for sure. I'm going to try it out, and see how I like it.
I'm trying right now to breed up Magic Bee breeds, and it's tricky going. Some of those require a foundation of blocks of certain metals/etc. How do those mutations work with this mod? Will I still get the mutations with your machine?
You should think about adding RedFlux support from Thermal Expansion 3, it's the best energy system all around right now. More and more mods are going away from MJ and EU.
To be honest, i'm sure RF is going to end up being this
That being said, adding support for it is definitely on my todo list, but i might wait for 1.7 for that. The new api interface stripping thing will make it possible to support multiple power systems without having hard dependencies on the mods that provide them or having to bundle in the api (and face version hell on every update).
The last forge versions for 1.6 as well do have that but most people don't use them, and some mods are probably incompatible with them.
If I'm understanding the webpage right, instead of first breeding the bees then hoping like heck you get the species serum as in extrabees, this one you get the base species, pop them in the machine, and get the mutation for sure. I'm going to try it out, and see how I like it.
Yes the Mutatron gives you a guaranteed mutation. It does cost a lot of power to run though, but for early-game you have other alternatives...
I'm trying right now to breed up Magic Bee breeds, and it's tricky going. Some of those require a foundation of blocks of certain metals/etc. How do those mutations work with this mod? Will I still get the mutations with your machine?
In an apiary they work like in forestry, the Mutatron completely ignores any extra requirements (biomes, moon phase, date, blocks, whatever), if a mutation exists between 2 species - you will get it. (I might change it a bit in the future, i like how it worked out but currently it can lead to unexpected results, like forest+meadows giving leporine half the time)
To be honest, i'm sure RF is going to end up being this
Have to disagree with you there. The list of mods holding RF support is extensive already. It's pretty the best power system out there at the moment. I'll be quite happy to see this supported... then I can also add it to the official CoFH wiki under mods with RF support :3
I'd love to see official RF support here. I'm finding TE3 the best thing going for power production and distribution. So much so that it's quickly replacing every other method I had been using.
The Industrial Grafter should use only 2000RF. In the documentation it says 5000RF. Im not sure but I think i read that the ratio MJ:RF is 1:4 in the TE3 thread
Someone found out that the Industrial Apiary sends any shift-clicked upgrades into limbo if all the upgrade slots are filled with other kind of upgrades, beware. I'll post a fixed version soon.
In other news i've decided to add RF support before 1.0, i'll probably bundle the needed API files to avoid a hard dependency on TE for now. The hard dependency on BC will remain for now (so you will still have to have BC installed, even if you use TE exclusively).
My current plan is to do the 2 things above and if no more issues come up - call it 1.0. If you seen any other issues with the beta please report them here or on the bug tracker.
I'm also interested in comments about balance, do you think stuff is too cheap? Eats too much power? Not enough? - Please tell me
Version 0.9.1 is out, fixed that shift+click bug with upgrades. Downloads on my site.
Added:
I'm also considering adding some way to convert honey (either in drops or liquid form) into ethanol. Honey is ~80% sugar so that makes sense chemically and with all the advanced apiaries and upgrades you end up with tons of honey you have nothing to do with.
That's odd, there is currently some debug spam going on, but i don't think it should cause any real lag unless the server is IO starved or something else is going on.
Was it messages like "2013-11-29 19:10:31 [INFO] [STDOUT] SAVE: power S=> power:[storedEnergy:10000.0,]" or something else?
I'll turn it off for the next version, please check if it fixes your problem.
Yes, the message was like that. Plus, the amount of mutagen was always 900, no matter how many redstone blocks we put inside.What does "IO starved" mean? XD Sorry, I don't know that. I'll check for sure, your mod is interesting.
IO starving happens when your server overloads the disk with too many writes/reads. Happens somewhat often with minecraft and cheap VPS hosting...
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1571)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
Sorry, this crash makes no sense to me, it's in minecraft's main tick loop, far from anything that i touch with my mod. I tried messing with extra utils, drums and mutagen in creative and couldn't reproduce it
I don't think that's a concern anymore, since you provide the .cfg to pretty much change anything. What you COULD change is so that Gendustry makes a core .cfg for both file, then user .cfg for both file. The core .cfg can't be changed, and will always be the same whenever you start Minecraft. But the user .cfg will overwrite stuff from the core cfg if it's different.
Well i still want to provide good defaults so that normal users don't need to mess with the config unless they really want to.
As for some kind of an override config, that is possible, but with how the system works now that config will not be able to change or disable recipes. It would be able to add new recipes and change the various number configs.
Machines now have a secondary tiny (10 ticks worth of maximum power input) power buffer that is used for input from BC pipes. This small buffer doesn't show on the GUI. Perdition and other BC craziness is only applied to that small buffer, and if there's enough room any power from it is transferred to the main buffer immediately.
RF is going directly into the main buffer and everything above doesn't apply.
Yeah, i will go through other mods and add stuff like that when i have the time, probably after 1.0
For now if anyone wants to add mutagen sources, look towards the end of gendustry-recipes.cfg, there are examples how to do it.
You can leave them in your config folder, it will take priority over the ones in the jar.
Do note that when running on a server - all clients should have matching configs or weird things will happen.
The problem with drums is odd, i tried specifically filling one with mutagen yesterday and it worked... i wonder if it's another mod interfering or something funny like that...
Features
Downloads and Documentation on my site
For recent changes - see the changelog.
Spotlights
1.1 update spotlight by SilverContrail
Old Spotlight for 1.0 by SilverContrail
Requirements
Supported Mods
License
The mod is licensed under the MMPL-1.0, the source code is available on GitHub.
Yes this means you have permission to add it to any public or private mod pack without asking.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Nice work.
My mod isn't THAT similar to EB. The sampler/imprinter are kind'a inspired by the isolator/innoculator but work in a somewhat different way, everything else doesn't have EB equivalents (AFAIK)
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
If I'm understanding the webpage right, instead of first breeding the bees then hoping like heck you get the species serum as in extrabees, this one you get the base species, pop them in the machine, and get the mutation for sure. I'm going to try it out, and see how I like it.
I'm trying right now to breed up Magic Bee breeds, and it's tricky going. Some of those require a foundation of blocks of certain metals/etc. How do those mutations work with this mod? Will I still get the mutations with your machine?
To be honest, i'm sure RF is going to end up being this
That being said, adding support for it is definitely on my todo list, but i might wait for 1.7 for that. The new api interface stripping thing will make it possible to support multiple power systems without having hard dependencies on the mods that provide them or having to bundle in the api (and face version hell on every update).
The last forge versions for 1.6 as well do have that but most people don't use them, and some mods are probably incompatible with them.
Yes the Mutatron gives you a guaranteed mutation. It does cost a lot of power to run though, but for early-game you have other alternatives...
In an apiary they work like in forestry, the Mutatron completely ignores any extra requirements (biomes, moon phase, date, blocks, whatever), if a mutation exists between 2 species - you will get it. (I might change it a bit in the future, i like how it worked out but currently it can lead to unexpected results, like forest+meadows giving leporine half the time)
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Have to disagree with you there. The list of mods holding RF support is extensive already. It's pretty the best power system out there at the moment. I'll be quite happy to see this supported... then I can also add it to the official CoFH wiki under mods with RF support :3
No, it's 1:10.
Profile pic by Cheshirette c:
I heard that Mysterious Ages is taking over.
In other news i've decided to add RF support before 1.0, i'll probably bundle the needed API files to avoid a hard dependency on TE for now. The hard dependency on BC will remain for now (so you will still have to have BC installed, even if you use TE exclusively).
My current plan is to do the 2 things above and if no more issues come up - call it 1.0. If you seen any other issues with the beta please report them here or on the bug tracker.
I'm also interested in comments about balance, do you think stuff is too cheap? Eats too much power? Not enough? - Please tell me
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Added:
I'm also considering adding some way to convert honey (either in drops or liquid form) into ethanol. Honey is ~80% sugar so that makes sense chemically and with all the advanced apiaries and upgrades you end up with tons of honey you have nothing to do with.
Thoughts?
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Was it messages like "2013-11-29 19:10:31 [INFO] [STDOUT] SAVE: power S=> power:[storedEnergy:10000.0,]" or something else?
I'll turn it off for the next version, please check if it fixes your problem.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
IO starving happens when your server overloads the disk with too many writes/reads. Happens somewhat often with minecraft and cheap VPS hosting...
Sorry, this crash makes no sense to me, it's in minecraft's main tick loop, far from anything that i touch with my mod. I tried messing with extra utils, drums and mutagen in creative and couldn't reproduce it
Well i still want to provide good defaults so that normal users don't need to mess with the config unless they really want to.
As for some kind of an override config, that is possible, but with how the system works now that config will not be able to change or disable recipes. It would be able to add new recipes and change the various number configs.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Note that you'll need to update bdlib as well (0.9.1)
Downloads as always, on my site
Machines now have a secondary tiny (10 ticks worth of maximum power input) power buffer that is used for input from BC pipes. This small buffer doesn't show on the GUI. Perdition and other BC craziness is only applied to that small buffer, and if there's enough room any power from it is transferred to the main buffer immediately.
RF is going directly into the main buffer and everything above doesn't apply.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
A few that readily come to mind are:
"Atomic Science"
http://www.minecraftforum.net/topic/1458795-
http://wiki.universalelectricity.com/atomic-science
"ReactorCraft"
http://www.minecraftforum.net/topic/1969694-
Documentation is available within an in-game manual
"Big Reactors"
http://big-reactors.com
http://wiki.technicpack.net/Big_Reactors
Yeah, i will go through other mods and add stuff like that when i have the time, probably after 1.0
For now if anyone wants to add mutagen sources, look towards the end of gendustry-recipes.cfg, there are examples how to do it.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Do note that when running on a server - all clients should have matching configs or weird things will happen.
The problem with drums is odd, i tried specifically filling one with mutagen yesterday and it worked... i wonder if it's another mod interfering or something funny like that...
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!